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Foot and Mouth Disease: Informing the Community?




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Value Creation through IT-supported Knowledge Management? The Utilisation of a Knowledge Management System in a Global Consulting Company




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Regional IS Knowledge Networks: Elaborating the Theme of Relevance of IS Research




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Using the World Wide Web to Connect Research and Professional Practice: Towards Evidence-Based Practice




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Communicating Academic Research Findings to IS Professionals: An Analysis of Problems




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Introduction to the Special Series of Papers on Informing Each Other: Bridging the Gap between Researcher and Practitioners




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A Cognitive Approach to Instructional Design for Multimedia Learning




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The Impact of National Culture on Worldwide eGovernment Readiness




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Open Source: A Metaphor for E-Learning




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A Systems Approach to Conduct an Effective Literature Review in Support of Information Systems Research




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Would Regulation of Web Site Privacy Policy Statements Increase Consumer Trust?




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The Factors that Influence Adoption of ICTs by Recent Refugee Immigrants to New Zealand




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On the Difference or Equality of Information, Misinformation, and Disinformation: A Critical Research Perspective




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Good Intuition or Fear and Uncertainty: The Effects of Bias on Information Systems Selection Decisions




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On Categorizing the IS Research Literature: User Oriented Perspective




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The Culture of Information Systems in Knowledge-Creating Contexts: The Role of User-Centred Design




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Double Helix Relationships in Use and Design of Informing Systems: Lessons to Learn from Phenomenology and Hermeneutics




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Informing Students Using Virtual Microscopes and Their Impact on Students’ Approach to Learning




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Improving Student Learning about a Threshold Conceptin the IS Discipline




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Reflections on Researching the Rugged Fitness Landscape




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Research Themes in Complex Informing




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The Changing Face of Information Systems Research:A Longitudinal Study of Author Influence




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Senior Citizens and E-commerce Websites: The Role of Perceived Usefulness, Perceived Ease of Use, and Web Site Usability




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The Impact of Paradigm Development and Course Level on Performance in Technology-Mediated Learning Environments




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Framework of Problem-Based Research: A Guide for Novice Researchers on the Development of a Research-Worthy Problem




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The Effect of Engagement and Perceived Course Value on Deep and Surface Learning Strategies




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Exhibiting the Effects of the Episodic Buffer on Learning with Serial and Parallel Presentations of Materials




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Attitudes and the Digital Divide: Attitude Measurement as Instrument to Predict Internet Usage




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Measuring IS System Service Quality with SERVQUAL: Users' Perceptions of Relative Importance of the Five SERVPERF Dimensions




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From Group-based Learning to Cooperative Learning: A Metacognitive Approach to Project-based Group Supervision




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Integrating the Visual Design Discipline with Information Systems Research and Practice




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Promoting Relevance in IS Research: An Informing System for Design Science Research




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Towards an Information Sharing Pedagogy: A Case of Using Facebook in a Large First Year Class




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The Information Age Measurement Paradox: Collecting Too Much Data




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The Paradox of Tethering: Key to Unleashing Creative Excellence in the Research-Education Space




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Teaching IS to the Information Society using an “Informing Science” Perspective




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Are We Really Having an Impact? A Comprehensive Approach to Assessing Improvements in Critical Thinking in an MBA Program




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Online Learning and Case Teaching: Implications in an Informing Systems Framework




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Meanings for Case Protagonists of the Informing Process Occurring During Case Production and Discussion: A Phenomenological Analysis




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Student Interaction with Content in Online and Hybrid Courses: Leading Horses to the Proverbial Water




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Culture, Complexity, and Informing: How Shared Beliefs Can Enhance Our Search for Fitness




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YouTube: An Effective Web 2.0 Informing Channel for Health Education to Prevent STDs




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Global Agile Team Design: An Informing Science Perspective




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A NeuroDesign Model for IS Research




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Library as a Verb: Technological Change and the Obsolescence of Place in Research




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Methodological Approaches for Researching Complex Organizational Phenomena




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The Seven Deadly Tensions of Health-Related Human Information Behavior

Tensions are a ubiquitous feature of social life and are manifested in a number of particular forms: contradictory logics, competing demands, clashes of ideas, contradictions, dialectics, irony, paradoxes, and/or dilemmas. This essay aims to explore in detail tensions surrounding seven common findings of the information seeking literature relating to: interpersonal communication, accessibility, level of skill, individual preferences, psychological limits, inertia, and costs. Our incomplete understanding of these tensions can lead us to suggest resolutions that do not recognize their underlying dualities. Human information behavior stands at the intersection of many important theoretical and policy issues (e.g., personalized medicine). Policy makers need to be more attuned to these basic tensions of information seeking recognizing the real human limits they represent to informing the public. So, even if you build a great information system, people will not necessarily use it because of the force of these underlying tensions. While rationality rules systems, irrationality rules people. The proliferation of navigator roles over the last several years is actually a hopeful sign: recognition that people need a human interface to inform them about our ever more complex health care systems.




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Informing and Performing: A Study Comparing Adaptive Learning to Traditional Learning

Technology has transformed education, perhaps most evidently in course delivery options. However, compelling questions remain about how technology impacts learning. Adaptive learning tools are technology-based artifacts that interact with learners and vary presentation based upon that interaction. This paper compares adaptive learning with a conventional teaching approach implemented in a digital literacy course. Current research explores the hypothesis that adapting instruction to an individual’s learning style results in better learning outcomes. Computer technology has long been seen as an answer to the scalability and cost of individualized instruction. Adaptive learning is touted as a potential game-changer in higher education, a panacea with which institutions may solve the riddle of the iron triangle: quality, cost and access. Though the research is scant, this study and a few others like it indicate that today’s adaptive learning systems have negligible impact on learning outcomes, one aspect of quality. Clearly, more research like this study, some of it from the perspective of adaptive learning systems as informing systems, is needed before the far-reaching promise of advanced learning systems can be realized.




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Designing to Inform: Toward Conceptualizing Practitioner Audiences for Socio-technical Artifacts in Design Science Research in the Information Systems Discipline

This paper identifies areas in the design science research (DSR) subfield of the information systems (IS) discipline where a more detailed consideration of practitioner audiences of socio-technical design artifacts could improve current IS DSR research practice and proposes an initial conceptualization of these audiences. The consequences of not considering artifact audiences are identified through a critical appraisal of the current informing science lenses in the IS DSR literature. There are specific shortcomings in four areas: 1) treating practice stakeholders as a too homogeneous group, 2) not explicitly distinguishing between social and technical parts of socio-technical artifacts, 3) neglecting implications of the artifact abstraction level, and 4) a lack of explicit consideration of a dynamic or evolutionary fitness perspective of socio-technical artifacts. The findings not only pave the way for future research to further improve the conceptualization of artifact audiences, in order to improve the informing power – and thus, impact on practice and research relevance – of IS DSR projects; they can also help to bridge the theory-practice gap in other disciplines (e.g. computer science, engineering, or policy-oriented sociology) that seek to produce social and/or technical artifacts of practical relevance.




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Design Science Research For Personal Knowledge Management System Development - Revisited

The article presents Personal Knowledge Management (PKM) as an overdue individualized as well as a collaborative approach for knowledge workers. Designing a PKM-supporting system, however, resembles a so-called “wicked” problem (ill-defined; incomplete, contradictory, changing requirements, complex interdependencies) where the information needed to understand the challenges depends on upon one’s idea for solving them. Accordingly, three main areas are attended to. Firstly, in dealing with a range of growing complexities, the notion of Popper’s Worlds is applied as three distinct spheres of reality and further expanded into six digital ecosystems (technologies, extelligence, society, knowledge worker, institutions, and ideosphere) that not only form the basis for the PKM System Concept named ‘Knowcations’ but also form a closely related Personal Knowledge Management for Development (PKM4D) framework detailed in a separate dedicated paper. Reflecting back on a United Nations scenario of knowledge mass production (KMP) over time, the complexities closely related to the digital ecosystems and the inherent risks of today’s accelerating attention-consuming over-abundance of redundant information are scrutinized, concluding in a chain of meta-arguments favoring the idea of the PKM concept and system put forward. Secondly, in light of the digital ecosystems and complexities introduced, the findings of a prior article are further refined in order to assess the PKM concept and system as a potential General-Purpose-Technology. Thirdly, the development process and resulting prototype are verified against accepted general design science research (DSR) guidelines. DSR aims at creating innovative IT artifacts (that extend human and social capabilities and meet desired outcomes) and at validating design processes (as evidence of their relevance, utility, rigor, resonance, and publishability). Together with the incorporated references to around thirty prior publications covering technical and methodological details, a kind of ‘Long Discussion Case’ emerges aiming to potentially assist IT researchers and entrepreneurs engaged in similar projects.